The air is thick with the sounds of roaring animals and the scent of greasy foods. “I just love circuses don’t you?” Valcav nudges you in the side. “Where else can you find so many chills and thrills crammed under one tent? He gestures to the crowds of people milling about in front of performers. “Just look at all these fine folks coming from far and wide to get a look at something wondrous.” Valcav grins and nods his head toward a nearby brightly colored wagon. “For the right price, I can show you how they manage to pull off some of the magic.”
Thieves and pickpockets working in pairs will use these items to draw crowds while allies steal from the onlookers.
Aura faint illusion Price 5,200 gp; Slot—; CL 5th; Weight —;
These palm-sized balls are made of soft dark leather. Close inspection reveals gnomish script in the stitching.
Vaudevillian balls come in sets of three. All three balls must be used together for any of the item’s magical effects to function. By succeeding at a DC 10 Sleight of Hand check the user can juggle all three balls in a small circle in front of themselves for 1 minute. By speaking the command word the user can change the appearance of balls into any other kind of small objects that can fit into one hand. By speaking the command word multiple times it is possible to change each ball into the same or a different type of object. Anyone who observes the user juggling the balls for 5 minutes or longer is entitled to a DC 13 Perception check to realize the ball’s appearance has been magically altered.
Once per day, the user can juggle the balls in complex looping patterns by succeeding on a DC 20 Sleight of Hand check. This allows them to activate the fascinate bardic performance ability as if they were a 1st-level bard. This performance lasts for a number of rounds equal to the user’s Charisma modifier. If the user has levels in the bard class they add +4 to the DC of their fascinate bardic performance if they use the vaudevillian balls as part of it.
Wondrous item, uncommon (requires attunement)
These soft balls made of dark leather fit into the palm of your hand. By succeeding on a DC 10 Dexterity (Sleight of Hand) you can swiftly juggle all three balls in front of yourself for up to 1 minute. As a bonus action, you can change the appearance of the balls into any other type of object you could easily fit into one hand. Anyone who watches you juggle the balls continuously for 5 minutes or more is entitled to make a DC 13 Intelligence (Investigation) to realize the illusionary change.
Once per day by succeeding on a DC 20 Dexterity (Sleight of Hand) check you can twirl the vaudevillian balls into complex patterns to create an effect similar to the hypnotic pattern spell. All creatures within 60 feet that can see you are entitled to a DC 14 Wisdom saving throw to resist the effect. Otherwise, they become charmed for up to 1 minute as you continue to juggle.
Not every fire-eater has the stomach for the act and can use these headbands to keep up appearances for onlookers.
Aura moderate abjuration Price 33,000 gp; Slot headband; CL 13th; Weight 1lb. ;
This half-hoop of dark wood is adorned with a ruby shaped like a flame.
The wearer of a fire-eater’s circlet has fire resistance 20. Every time they are dealt fire damage below this threshold the flames will be sucked harmlessly into their mouth. The circlet gains one charge for every 5 points of fire damage it negates in this way. It can store up to 5 charges and a charge will dissipate if not used after 24 hours.
On command, the wearer can expend up to 5 charges to unleash a fiery breath weapon. The wearer can create either a 15-foot cone or a 30-foot line which deals 1d4 points of fire damage for each charge expended. A DC 11 Reflex save will reduce this damage by half. As long as the circlet has at least one 1 charge the ruby will glow like a torch.
Wondrous item, rare
While wearing a fire-eater’s circlet you have resistance against fire damage. Every time you take fire damage some of the flames will dance up your body and harmlessly disappear into your mouth. For every 5 points of fire damage, you take the circlet gains 1 charge. When the circlet has at least 1 charge it will give off light like a torch. The circlet can hold up to 5 charges and they will fade away if not used within 24 hours.
As a bonus action, you can spend up to 5 charges to unleash a burst of fire from your open mouth. This breath weapon can be either a 5 by 30 ft. line or a 15 ft. cone as determined by you. Your breath weapon deals 1d4 points of fire damage per charge spent. Anyone affected by your breath weapon can attempt a DC 11 Dexterity saving throw to reduce this damage by half.
Female performers will sometimes don these magic items in order to shock onlookers as a bearded lady.
Aura moderate transmutation Price 47,760 gp; Slot neck; CL 11th; Weight 2lbs. ;
This three-foot long braid is woven together from long hairs of dozens of different colors
As soon as a bearded scarf is donned it melds itself to the wearer’s face and neck appearing as a three-foot long beard. It will change its color to match the wearer’s natural hair color. The wearer can manipulate their new beard as if it were another limb. The scarf does not give the wearer any extra attacks or actions per round. But it can be used as a secondary natural attack that deals 1d3 points of bludgeoning damage. If the wearer is female they gain a +5 competence bonus to Disguise checks to appear as male while wearing the sash.
Wondrous item, very rare (requires attunement)
When you don this woven strand of hair around your neck, it attaches itself to your face and chin and gives the appearance that you have grown a beard. It will even change its color to better match your natural coloration. While wearing the scarf you can manipulate your new beard as if it were an extra limb. You do no gain any additional actions or attacks from using the beard in this way but you can use it to make unarmed strikes. If you are female you have advantage on Charisma (Deception) checks to appear male while wearing a bearded scarf.